mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-08 17:28:20 +00:00
20408d8dfe
* WIP * get rid of redundent case and some formatting issues * move some things around for cleaner diffs * remove dead code that does nothing and add connection check * fix whitespace * address feedback
172 lines
5.9 KiB
C++
172 lines
5.9 KiB
C++
#include "ChatIgnoreList.h"
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#include "PlayerContainer.h"
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#include "eChatMessageType.h"
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#include "BitStreamUtils.h"
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#include "Game.h"
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#include "Logger.h"
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#include "eObjectBits.h"
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#include "Database.h"
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// A note to future readers, The client handles all the actual ignoring logic:
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// not allowing teams, rejecting DMs, friends requets etc.
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// The only thing not auto-handled is instance activities force joining the team on the server.
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void WriteOutgoingReplyHeader(RakNet::BitStream& bitStream, const LWOOBJID& receivingPlayer, const ChatIgnoreList::Response type) {
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::WORLD_ROUTE_PACKET);
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bitStream.Write(receivingPlayer);
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//portion that will get routed:
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, type);
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}
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void ChatIgnoreList::GetIgnoreList(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerId;
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inStream.Read(playerId);
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auto& receiver = Game::playerContainer.GetPlayerDataMutable(playerId);
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if (!receiver) {
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LOG("Tried to get ignore list, but player %llu not found in container", playerId);
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return;
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}
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if (!receiver.ignoredPlayers.empty()) {
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LOG_DEBUG("Player %llu already has an ignore list, but is requesting it again.", playerId);
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} else {
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auto ignoreList = Database::Get()->GetIgnoreList(static_cast<uint32_t>(playerId));
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if (ignoreList.empty()) {
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LOG_DEBUG("Player %llu has no ignores", playerId);
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return;
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}
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for (auto& ignoredPlayer : ignoreList) {
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receiver.ignoredPlayers.emplace_back(ignoredPlayer.name, ignoredPlayer.id);
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GeneralUtils::SetBit(receiver.ignoredPlayers.back().playerId, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(receiver.ignoredPlayers.back().playerId, eObjectBits::PERSISTENT);
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}
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}
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CBITSTREAM;
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WriteOutgoingReplyHeader(bitStream, receiver.playerID, ChatIgnoreList::Response::GET_IGNORE);
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bitStream.Write<uint8_t>(false); // Probably is Is Free Trial, but we don't care about that
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bitStream.Write<uint16_t>(0); // literally spacing due to struct alignment
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bitStream.Write<uint16_t>(receiver.ignoredPlayers.size());
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for (const auto& ignoredPlayer : receiver.ignoredPlayers) {
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bitStream.Write(ignoredPlayer.playerId);
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bitStream.Write(LUWString(ignoredPlayer.playerName, 36));
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}
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Game::server->Send(bitStream, packet->systemAddress, false);
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}
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void ChatIgnoreList::AddIgnore(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerId;
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inStream.Read(playerId);
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auto& receiver = Game::playerContainer.GetPlayerDataMutable(playerId);
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if (!receiver) {
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LOG("Tried to get ignore list, but player %llu not found in container", playerId);
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return;
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}
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constexpr int32_t MAX_IGNORES = 32;
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if (receiver.ignoredPlayers.size() > MAX_IGNORES) {
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LOG_DEBUG("Player %llu has too many ignores", playerId);
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return;
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}
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inStream.IgnoreBytes(4); // ignore some garbage zeros idk
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LUWString toIgnoreName;
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inStream.Read(toIgnoreName);
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std::string toIgnoreStr = toIgnoreName.GetAsString();
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CBITSTREAM;
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WriteOutgoingReplyHeader(bitStream, receiver.playerID, ChatIgnoreList::Response::ADD_IGNORE);
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// Check if the player exists
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LWOOBJID ignoredPlayerId = LWOOBJID_EMPTY;
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if (toIgnoreStr == receiver.playerName || toIgnoreStr.find("[GM]") == 0) {
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LOG_DEBUG("Player %llu tried to ignore themselves", playerId);
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bitStream.Write(ChatIgnoreList::AddResponse::GENERAL_ERROR);
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} else if (std::count(receiver.ignoredPlayers.begin(), receiver.ignoredPlayers.end(), toIgnoreStr) > 0) {
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LOG_DEBUG("Player %llu is already ignoring %s", playerId, toIgnoreStr.c_str());
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bitStream.Write(ChatIgnoreList::AddResponse::ALREADY_IGNORED);
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} else {
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// Get the playerId falling back to query if not online
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const auto& playerData = Game::playerContainer.GetPlayerData(toIgnoreStr);
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if (!playerData) {
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// Fall back to query
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auto player = Database::Get()->GetCharacterInfo(toIgnoreStr);
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if (!player || player->name != toIgnoreStr) {
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LOG_DEBUG("Player %s not found", toIgnoreStr.c_str());
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} else {
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ignoredPlayerId = player->id;
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}
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} else {
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ignoredPlayerId = playerData.playerID;
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}
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if (ignoredPlayerId != LWOOBJID_EMPTY) {
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Database::Get()->AddIgnore(static_cast<uint32_t>(playerId), static_cast<uint32_t>(ignoredPlayerId));
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GeneralUtils::SetBit(ignoredPlayerId, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(ignoredPlayerId, eObjectBits::PERSISTENT);
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receiver.ignoredPlayers.emplace_back(toIgnoreStr, ignoredPlayerId);
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LOG_DEBUG("Player %llu is ignoring %s", playerId, toIgnoreStr.c_str());
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bitStream.Write(ChatIgnoreList::AddResponse::SUCCESS);
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} else {
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bitStream.Write(ChatIgnoreList::AddResponse::PLAYER_NOT_FOUND);
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}
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}
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LUWString playerNameSend(toIgnoreStr, 33);
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bitStream.Write(playerNameSend);
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bitStream.Write(ignoredPlayerId);
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Game::server->Send(bitStream, packet->systemAddress, false);
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}
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void ChatIgnoreList::RemoveIgnore(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerId;
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inStream.Read(playerId);
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auto& receiver = Game::playerContainer.GetPlayerDataMutable(playerId);
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if (!receiver) {
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LOG("Tried to get ignore list, but player %llu not found in container", playerId);
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return;
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}
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inStream.IgnoreBytes(4); // ignore some garbage zeros idk
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LUWString removedIgnoreName;
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inStream.Read(removedIgnoreName);
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std::string removedIgnoreStr = removedIgnoreName.GetAsString();
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auto toRemove = std::remove(receiver.ignoredPlayers.begin(), receiver.ignoredPlayers.end(), removedIgnoreStr);
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if (toRemove == receiver.ignoredPlayers.end()) {
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LOG_DEBUG("Player %llu is not ignoring %s", playerId, removedIgnoreStr.c_str());
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return;
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}
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Database::Get()->RemoveIgnore(static_cast<uint32_t>(playerId), static_cast<uint32_t>(toRemove->playerId));
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receiver.ignoredPlayers.erase(toRemove, receiver.ignoredPlayers.end());
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CBITSTREAM;
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WriteOutgoingReplyHeader(bitStream, receiver.playerID, ChatIgnoreList::Response::REMOVE_IGNORE);
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bitStream.Write<int8_t>(0);
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LUWString playerNameSend(removedIgnoreStr, 33);
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bitStream.Write(playerNameSend);
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Game::server->Send(bitStream, packet->systemAddress, false);
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}
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